With maps, fur, rigging and 5 animations.
Introduction
This is a high-quality coracias caudatus character. It includes the model, textures, hair, rigging, and animation. All hair is detailed using XGen Interactive Grooming. Feathers are arranged based on real references, and body feathers are created using feather cards. All materials are rendered with Arnold, achieving realistic material effects. The rigging includes individual controllers for each feather, allowing independent control of every feather, and comes with preset wing-folding controllers, making the animations more realistic. The scene provides a rigged setup and five realistic animations. The character is created with Maya 2025 at real-world scale.
Features
Model Details: The model consists of the body, eyes, and multiple feather groups.
Textures and materials: There are 43 .tx files which support Arnold, all in 4K resolution for best quality and details. The materials of the character and the hair are rendered with Arnold renderer to present realistic effects. There are 2 UV sets of the body, which support single quadrant or multiple quadrants.
XGen hair: XGen interactive is used for presenting the details of the hair faster, and all maps of density and modifier masks for hair layering are included externally, all masks are in 1K resolution.
Meshes
CoraciasCaudatus_Body: vertices: 32,291; polygons: 32,232
CoraciasCaudatus_Eyes: vertices: 3,144; polygons: 3,136
CoraciasCaudatus_AbdomenFeather: vertices: 31,404; polygons: 21,544
CoraciasCaudatus_BackFeather01: vertices: 3,870; polygons: 2,752
CoraciasCaudatus_BackFeather02: vertices: 16,200; polygons: 11,520
CoraciasCaudatus_ChestFeather01: vertices: 27,575; polygons: 18,959
CoraciasCaudatus_ChestFeather02: vertices: 25,535; polygons: 17,752
CoraciasCaudatus_ChinFeather: vertices: 9,547; polygons: 6,782
CoraciasCaudatus_CovertsEA: vertices: 20,700; polygons: 14,720
CoraciasCaudatus_HeadFeather: vertices: 27,644; polygons: 14,744
CoraciasCaudatus_WingFeather_D_L: vertices: 12,912; polygons: 8,437
CoraciasCaudatus_WingFeather_D_R: vertices: 12,912; polygons: 8,437
CoraciasCaudatus_WingFeather_U_L: vertices: 14,466; polygons: 9,447
CoraciasCaudatus_WingFeather_U_R: vertices: 14,466; polygons: 9,447
CoraciasCaudatus_CovertsUD Total Feathers: vertices: 556; polygons: 424
CoraciasCaudatus_CovertsUP Total Feathers: vertices: 455; polygons: 344
CoraciasCaudatus_Rectrices Total Feathers: vertices: 1,314; polygons: 1,036
CoraciasCaudatus_CoversMED Total Feathers: vertices: 2,052; polygons: 1,588
CoraciasCaudatus_CovertsABC Total Feathers: vertices: 716; polygons: 548
CoraciasCaudatus_CovertsDP Total Feathers: vertices: 1,134; polygons: 846
CoraciasCaudatus_CovertsDS Total Feathers: vertices: 1,760; polygons: 1,364
CoraciasCaudatus_CovertsMAV Total Feathers: vertices: 3,100; polygons: 2,380
CoraciasCaudatus_Humeral Total Feathers: vertices: 550; polygons: 432
CoraciasCaudatus_RemigesAL Total Feathers: vertices: 504; polygons: 376
CoraciasCaudatus_RemigesPR Total Feathers: vertices: 2,484; polygons: 1,960
CoraciasCaudatus_RemigesSE Total Feathers: vertices: 1,944; polygons: 1,548
CoraciasCaudatus_Scapulars Total Feathers: vertices: 8,656; polygons: 6,924
CoraciasCaudatus_WingFeather_U Total Feathers: vertices: 240; polygons: 160
Total: vertices: 278,131; polygons: 199,839
Animations
Loopable flying animation at 30 fps, frame range 1-9
Unlooped screeching animation at 30 fps, frame range 1-331
Unlooped take-off animation at 30 fps, frame range 1-128
Unlooped look-around animation at 30 fps, frame range 1-301
Unlooped Land animation at 30 fps, frame range 1-181
Rigging
With fine controllers, it's easier to create postures and animations, the features are as follows:
CTR_crv_MASTER: Controls the entire model.
CTR_crv_gravity: Controls overall body movement (excluding the feet).
CTR_crv_neck_attr: A neck attribute controller with customized attributes:
IK_FK: Switches between IK and FK for the neck.
IK_Stretch: Controls the IK stretch limit for the neck.
Follow_Target: Controls whether the neck follows the root rotation.
Stretch_Control_Vis: Controls the visibility of the secondary stretch controllers.
CTR_crv_head: Head controller with customized attributes:
Head_Follow_Target: Controls whether the head follows the neck movement.
Rotate_Order: Sets the rotation order for the head controller.
Eye_Blink: Controls the blinking.
CTR_crv_L/R_wing_fold, CTR_crv_tail_fold: Controllers for folding the wings and tail feathers.
CTR_crv_L/R_wing_attr: Wing attribute controller with customized attributes:
Wing_Follow: Controls whether the wings follow the body movement.
Feathers_Follow: Controls whether the feathers follow the wing movement.
Shoulder_Feathers_Ctr_Vis: Controls the visibility of shoulder feather controllers.
Feathers_A_Ctr_Vis, Feathers_B_Ctr_Vis, Feathers_C_Ctr_Vis, Feathers_D_Ctr_Vis: Control the visibility of primary controllers for feather layers A, B, C, and D.
Wing_Sec_Ctr_Vis: Controls the visibility of secondary wing feather controllers.
Feathers_A_Sec_Ctr_Vis, Feathers_B_Sec_Ctr_Vis, Feathers_C_Sec_Ctr_Vis, Feathers_D_Sec_Ctr_Vis: Controls the visibility of secondary controllers for feather layers A, B, C, and D.
Shoulder_Feathers_Sec_Ctr_Vis: Controls the visibility of secondary shoulder feather controllers.
Wing_Feathers_Ctr_Vis: Controls the visibility of secondary wing feather controllers.
CTR_crv_L/R_wing_feathers_rot_O/M/I, CTR_crv_L/R_tail_feathers_rot_O/M/I: Overall rotation controllers for wing and tail feathers.
CTR_crv_L/R_wing_feathers_curl_O/M/I, CTR_crv_L/R_tail_feathers_curl_O/M/I: Overall curl controllers for wing and tail feathers.
CTR_crv_L/R_leg_attr: Leg attribute controllers with the following customized attributes:
IK_FK: Switches between IK and FK for the legs.
IK_Stretch: Controls the IK stretch limit for the legs.
Pole_Vector_Follow: Controls whether the pole vector follows the foot movement.
Stretch_Control_Vis: Controls the visibility of secondary stretch controllers.
Rotate_Order: Sets the rotation order for the foot controllers.
Heel_Raise: Controls the raising of the heel.
Toes_Raise: Controls the raising of toes.
Foot_Eversion: Controls the foot eversion.
Foot_Inversion: Controls the foot inversion.
Foot_Pivot: Controls the foot pivoting.
Toes_Spread: Controls the toe adduction and abduction.
Toes_Curl: Controls the curling for toe.
Toenail_Curl: Controls the rotation of toenail.
Toes_Follow_Target: Controls whether the toes follow the foot movement.
Toe_D_Follow_Target: Controls whether the hallux (big toe) follows the foot movement.
Toe_A_Curl, Toe_B_Curl, Toe_C_Curl, Toe_D_Curl: Control individual curling for toes A, B, C, and D.
In addition, there are controllers for each layer of wing and tail feathers, as well as other detailed controllers for fine adjustments.
Specifications
File format: Saved as .mb files by default. It can be saved as .ma files if necessary.
Version supported: Created with Maya 2025.3. Maya 2025 or above is recommended for compatibility.
Caveats
The XGen hair in this Maya character asset has been converted to interactive grooming, offering fast loading and efficient rendering. Although the original guides are not included, you can customize the hair by adding XGen modifiers as needed. All XGen hair in the scene is set up with Arnold materials, ready for rendering.
By default, Arnold uses GPU as the render device, and the sampling setting is suitable for medium quality output, as is shown in the preview image of the character. If you need a fine-tuned image, you can modify Arnold settings to your hardware limit.
The animation scene comes with Arnold lighting, which can be modified if required.
Except for the above, the character can be rendered directly.
With maps, fur, rigging and 5 animations.
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